<div class="IPBDescription">Less rust more dirt</div>These are pretty close ups from the editor i sharpened the skin and removed some rust so wath do the critics think. Keep in mind still an 512x512 skin.
And i want feedback on the skin not the mesh. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Great work Cliff. Dont forget to sleep sometimes ;-) Anyway good as always. Let me hear from yah soon .. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
I wouldn't be too afraid to fly in it now. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> It now looks very utilitarian, which is exactly how I imagine a transport/cargo ship would be.
I'm not crazy about the yellow strips. It looks like it's player color, to designate teams, because it stands out so much.
I would remove the green warning stripes on the feet.
Add more contact shadows. By this I mean dark areas of shadows, dirt, etc. wherever objects contact the surface of other objects, such as where a wing meets the hull for example. This really helps to make the shapes pop out and to seperate details visually, and to make all the parts appear more integrated with one another. Does that make any sense?
Are you gonna add any glowy things? Lights, etc. I think it would look sweet with glowy things <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Anyway, nice work man. Can't wait to see it put to use in Badmofo's map.
yes, the green needs to go from the feet. where exactly is this ship going [to be placed]? also, even MORE dirt around the bottom might make it look a bit better, not rust but dirt.
the skin is well done, but i could at least use an explanation for the bright yellow texture, it just doesnt make any since. Its like you have this awesome looking ship then just decided to add cartoon elements with bright colors that dont even really match the bump map of the rest of the ship. Other then the crazy yellow it looks great.
realityisdeadEmployed by Raven Software after making ns_nothingJoin Date: 2002-01-26Member: 94Members, NS1 Playtester, Contributor
Gettin better each time! Very nice. My only complaint is that the texture (skin) where the upper wings join into the ship is a bit busy and cluttered looking. (Above and below where they join, actually) That's a good thing sometimes, but I just don't think it looks right there.
And again, veering from the popular opinion, I really like the yellow. Hehe.
Something that i've noticed for a while and also Merkaba raised is that the cockpit window looks incredibly strange and for some reason just doesn't fit... it needs more definition.
I have to agree with ken and say I do like the yellow. It could be part of fleet all marked with yellow. It helps distinguish it as a cargo ship, maybe from green which is a fighter. It just makes it more unqiue I think and adds alot <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
ok, ok, i like the yellow color, but it should still apear to be just as old as the rest of the paint on the ship. please <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
MartOrigin of SUYFJoin Date: 2002-02-26Member: 248Members
The texture on the ends of the round part under the support look out of place, maybe it's just the scaling. Either way since the above sentance doesn't make much sense i'll show you what I mean once I get home.
I agree on the shadows, makes everything mroe defined.
Also, since this ship is going to be used on a dusty planet maybe you should have orange sand up the bottom and lower sides.
Dirtying the yellow areas is a definite improvement. I like the more detailed textures on the top too.
Don't forget it's mainly going to be seen from the ground, prehaps you should spend more time looking up at it from the ground like the players will, some improvements may occur to you.
humbabaThat Exciting Tales From the Frontline GuyJoin Date: 2002-01-25Member: 86Members, NS1 Playtester, Contributor
I like the yellow, and I also like the green. The only thing is, I dont like both of them on the same ship. I would pick one and use that throughout as an accent rather than use both yellow and green. The green is nicely aged, the yellow could use a little wear and tear.
I don't think that the yellow should become any dirtier. It looks like a means of spotting the ship at night to me (similiar to position lights). Even if the rest was covered with 10 inches of mud you would keep those things clean to avoid crashes.
Thanks everyone but i got really disapointed when i tested out the model in an hl viewer that renders the models with the same engine as half life that is for modellers to test there modells out. And it looks like crapp so i dont know if its any idea to put more work on it as all the details anyway gets all blurred out in the hl engine. <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
hmm, it is pretty blurred. But, it doesn't really matter if it's blured. Who's going to notice that the dropship kinda looks a bit wierd when it's barely noticeable. Plus, they'll all be too busy playing Natural Selection and killing marines/killing aliens to look closely enough at the dropship to realize the skin looks slightly blurred
As for the skin, I love it. I personally think nothing should be changed. But just one problem, it might be too big or akward to fit in some dropship bays. Even my dropship bay is pretty big, but I'm close to doubtful that will fit in, mainly because the shape is akward
Are the skin sizes in powers of 2? If it dimensions aren't 16, 32, 64, 128, 256, 512, etc, then it'll blur. Eg, a 128x96 texture WILL blur, but a 128x128 texture won't.
<!--QuoteBegin--mr Nebel+April 03 2002,18:23--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (mr Nebel @ April 03 2002,18:23)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->It's a 512x512 texture so maybe HLMV can't handle that and has just downsampled to 256x256.
I'm pretty sure they haven't updated it since valve implemented 512x512 support.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd--> Yeah, I guess that's the problem.
I've no idea about how skins work, but I think you should maybe break your 512x512s into multiple smaller textures.
Thanks everyone i checked the gunman models and they dont have a single one larger then 256 so iam going to reskinn the model and divide the large skin in to multipli small ones.:) i will post the reskinned one in an hl engine render aproximatly by sundaý as i don have more than 1-2 hours aday to work on my compute stuff often. Iam piccky and will not relese the model untill it looks as crisp as the editor ones. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
Anyway good as always. Let me hear from yah soon .. <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
I'm not crazy about the yellow strips. It looks like it's player color, to designate teams, because it stands out so much.
I would remove the green warning stripes on the feet.
Add more contact shadows. By this I mean dark areas of shadows, dirt, etc. wherever objects contact the surface of other objects, such as where a wing meets the hull for example. This really helps to make the shapes pop out and to seperate details visually, and to make all the parts appear more integrated with one another. Does that make any sense?
Are you gonna add any glowy things? Lights, etc. I think it would look sweet with glowy things <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Anyway, nice work man. Can't wait to see it put to use in Badmofo's map.
And again, veering from the popular opinion, I really like the yellow. Hehe.
<!--EDIT|ken20banks|April 02 2002,20:58-->
I agree on the shadows, makes everything mroe defined.
Also, since this ship is going to be used on a dusty planet maybe you should have orange sand up the bottom and lower sides.
Don't forget it's mainly going to be seen from the ground, prehaps you should spend more time looking up at it from the ground like the players will, some improvements may occur to you.
<!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
And it looks like crapp so i dont know if its any idea to put more work on it as all the details anyway gets all blurred out in the hl engine. <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
As for the skin, I love it. I personally think nothing should be changed. But just one problem, it might be too big or akward to fit in some dropship bays. Even my dropship bay is pretty big, but I'm close to doubtful that will fit in, mainly because the shape is akward
I'm pretty sure they haven't updated it since valve implemented 512x512 support.
I'm pretty sure they haven't updated it since valve implemented 512x512 support.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Yeah, I guess that's the problem.
I've no idea about how skins work, but I think you should maybe break your 512x512s into multiple smaller textures.
i will post the reskinned one in an hl engine render aproximatly by sundaý as i don have more than 1-2 hours aday to work on my compute stuff often.
Iam piccky and will not relese the model untill it looks as crisp as the editor ones. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->